Unique Abilities

Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).

  • Passive: Always active, provide a consistent positive effect.
  • Active (Duration): Activated, Duration is a set amount of days, this works same as Self Spells.
  • Active (Consumable): Activated, works until EITHER used or the next day. Be careful using close to a days end!
  • Cooldown: Starts when activated and are exact.

Races

Dark Elf

Bonuses:

+25% Wizards Per Acre (WPA)

+30% Arcane Arts Science Books Produced

+50% Runes Refunded on Spell Success

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (10, 0)
Druids (0, 11)
Drows (9, 6) 1,850gc 6.0
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Guile, Mage's Fury and Nightmare

Unique - Chaotic Affliction

Magic and mischief spiral out of control, unleashing unpredictable destruction upon our enemies. No one can predict the extent of the chaos, only that devastation is certain.


Active Effect

For the duration of the day when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Dryad

Bonuses:

+60% Science Effectiveness - Production

+30% Economy Science Books Produced

+25% Specialist Training Credits

Military:

Off/Def Cost NW
Soldiers (3, 0)
Huldras (10, 0)
Nymphs (0, 10)
Will O The Wisps (9, 9) 1,700gc 7.25
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Fanaticism, Blizzard, Fog and Illuminate Shadows

Unique - Dark Pact

Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.


Passive Effect

After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.

Dwarf

Bonuses:

+20% Building Efficiency

-75% Building Construction Cost

+40% Science Effectiveness - Resilience

+30% Economy Science Books Produced

Military:

Off/Def Cost NW
Soldiers (3, 0)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (9, 9) 1,700gc 7.25
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Fools Gold, Mist and Scientific Insight

Unique - Warlord's Fury

Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.


Passive Effect

Successful attacks plunder additional resources (gold, runes, food) equivalent to 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).

Elf

Bonuses:

+30% Honor Bonus

+15% Wizards Per Acre (WPA)

+30% Military Science Books Produced

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 11)
Elf Lords (10, 5) 1,800gc 5.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Clear Sight, Ghost Workers, Mind Focus and Miner's Mystique

Unique - Indomitable Spirit

Warriors embody unshakable resolve and unmatched discipline, drawing upon their indomitable spirit to rally their forces. When invoked, this ability inspires their armies to fight with heightened efficiency, turning the tide of battle in their favor.


Active Effect

Once activated Warriors gain 5% Military Efficiency for 6 days.


Cooldown

24 Utopian Days

Duration

6 Utopian Days

Human

Bonuses:

-30% Military Wages

+20% Science Book Production

+15% Thievery Per Acre (TPA)

Prisoners convert into Thieves over time

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (10, 0)
Archers (0, 10)
Knights (10, 4) 1,700gc 5.5
Mercenaries (14, 0)
Prisoners (14, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Quick Feet and Heroes Inspiration

Unique - Interest

Humans excel in diplomacy, allowing them to negotiate favorable outcomes.


Active Effect

Upon activation, an additional extreme activity bonus is provided.


Cooldown

24 Utopian Days

Duration

Instant

Orc

Bonuses:

-50% Draft Cost

+30% Military Science Books Produced

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (11, 0)
Trolls (0, 10)
Ogres (11, 3) 2,000gc 5.25
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Bloodlust, Aggression and Wrath

Unique - Blood Price

War demands a toll in blood, and some strikes are paid in full. As the battlefield erupts in carnage, a dark pact is fulfilled — the enemy suffers grievous losses, both at the front and within their own walls.


Passive Effect

Each successful Traditional March has a 20% chance to trigger Blood Price, causing - +35% Military Casualties inflicted on the enemy, 30% of enemy soldiers at home are slain

Undead

Bonuses:

-25% Battle Losses

+30% Science Book Production

Fog Immunity

Always Carries and is Immune to the Plague

Military:

Off/Def Cost NW
Soldiers (3, 0)
Skeletons (10, 0)
Zombies (0, 10)
Ghouls (11, 3) 2,000gc 5.25
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Animate Dead

Unique - Cursed Plague

A vile affliction taints our forces, turning every successful assault into a harbinger of disease. Once unleashed, there is no stopping its spread.


Active Effect

For the entire day Cursed Plague is active, all successful attacks will spread Plague.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Personalities

Heretic

Bonuses:

-15% Rune Cost (excluding Ritual)

+125% Thieves' Den Effectiveness

+2% Extra Mana Per Tick

+2% Extra Stealth Per Tick

+70% Increased Wizard Production

Convert Specialists into Elites on Attack

Defensive specialist gets +1 strength

Elite gets +5 defensive strength

Elite gets +2 offensive strength

Spell Book:

Gluttony, Sloth, Vermin, Mage's Fury, Chastity and Revelation

Allowed Thief Operations:

Greater Arson

Propaganda

Steal War Horses

Unique - Arcane Overflow

Arcane energy surges beyond control, warping the very fabric of magic. Each strike not only harms but erodes the foundation of enemy rituals, unraveling their potency with every spell cast.


Passive Effect

(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.

Mystic

Bonuses:

+10% Defensive Military Efficiency

+100% Land Effect - Guilds

+50% Self-Spell Duration

+80% Science Effectiveness - Channeling

+25% Thievery Per Acre (TPA)

+3% Extra Mana Per Tick

+1% Extra Stealth Per Tick

+50% Land Effect - Towers

Elite gets +2 offensive strength

Convert Specialists into Elites on Attack

Elite gets +5 defensive strength

Spell Book:

Soul Blight, Meteor Showers, Amnesia, Fountain of Knowledge, Nightfall and Pitfalls

Unique - Mana Well

You possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within the forests of your Province. When called upon, these reserves replenish your magical strength, allowing you to harness your arcane abilities with renewed vigor.


Active Effect

Restore mana by 50%.


Cooldown

24 Utopian Days

Paladin

Bonuses:

+15% Watch Tower Effectiveness

-15% Own casualities when attacking

-15% Own casualities when defending

+40% Science Effectiveness - Valor

Self Spell Mana Cost Reduced by 1

Can cast Support spells on Kingdom mates

War Horse gets +1 strength

Convert Specialists into Elites on Attack

Elite gets +3 defensive strength

Elite gets +3 offensive strength

Spell Book:

Greater Protection, Divine Shield and Salvation

Unique - Divine Favour

Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.


Passive Effect

When casting self-spells, Clerics have a 50% chance to double the spell duration and gain 10% of runes refunded.

Rogue

Bonuses:

+20% Damage Inflicted on Massacre Attacks

+60% Science Effectiveness - Crime

+15% Thievery Per Acre (TPA)

-35% Thief cost

-50% Thief Losses

+2% Extra Stealth Per Tick

Convert Specialists into Elites on Attack

Elite gets +4 offensive strength

Spell Book:

Invisibility, Guile and Animate Dead

Allowed Thief Operations:

Subdue Wizards

Steal War Horses

Greater Arson

Unique - Shadows in the Night

Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.


Passive Effect

+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.

Spellsword

Bonuses:

+50% Science Effectiveness - Channeling

+40% Science Effectiveness - Shielding

+50% Science Effectiveness - Sorcery

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

No wizards killed from failed spells

Homes hold 15 population

Convert Specialists into Elites on Attack

Elite gets +3 defensive strength

Elite gets +3 offensive strength

Spell Book:

Reflect Magic, Quick Feet, Mystic Aura and Mind Focus

Unique - Righteousness Fury

Mystics wield unparalleled mastery over arcane forces, channeling their power to transform their armies. Through the spells Righteous Aggressor and Righteous Defender, they convert specialist troops into elite warriors, bolstering their strength.


Passive Effect

Gains access to the spells Righteous Aggressor and Righteous Defender.

Warrior

Bonuses:

+10% Battle Gains

+5% Offensive Military Efficiency

Elite gets +5 offensive strength

Access Conquest regardless of Net Worth

Convert Specialists into Elites on Attack

Penalties:

Elite gets -1 defensive strength

Spell Book:

Heroes Inspiration, Town Watch and Bloodlust

Unique - Roots of Ruin

War cuts beneath the surface. Tendrils of ruin—be they steel, stratagem, or sorcery—drive deep into enemy lands, leeching strength at its source. With each successful strike, the foundations of life falter and whole settlements wither.


Passive Effect

On successful attacks, destroys 0.5% of the target’s total population.


Here is the effects of all possible rituals.

AffluentIncome +10%, -20% Draft Cost and Draft Speed +20%
Barrier-25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA
Benediction+15% BE, +50% pop growth, +10% Flat Rate Building Production
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production
Expropriation+15% combat gains, +15% Honor gains, +20% Specialist and Build credits
Fleetfoot-10% Attack time, -10% Offensive Military Casualties
HavocIncreases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 20% & Instant Spell damage and Sabotage Damage by 20%
OnslaughtIncreases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15%
Stalwart+10% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties

Here are the effects of each Stance

NormalNone
Aggressive+10% Battle (Resource) Gains, +50% Bravery Gains, +15% Military Casualties
Defensive+10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME


Here are the effects of all possible dragons.

Emerald+25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat
RubyReduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees
Sapphire-30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
Topaz-30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter

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